Thanks to last week's smorgasbord of a deck, my eyes were opened to just how useful Tech Genus monsters are. Now maybe that's a weird opening statement, but let me give a little context: I've always been aware of the T.G. archetype as a whole. The free Special Summons, the "T.G. Take Your Crap" trap, and how if you mix T.G. monsters with Agents the world shuts down. I mean, I'm roughly familiar with the history of this archetype but I've never really taken the time to fool around with them myself. I say that like it's a big deal because to be completely honest – it is. I'm sort of ashamed of myself at how lackadaisical I've been towards an incredibly splashable and all-around good archetype. Usually these sort of things don't escape me quite so easily.

But today is all about making up for lost time! You see, after getting down and funky with Earth, Wind, and Fire it was a logical next step to just explore Tech Genus monsters in their own right – especially now that Supply Squad's been released. The new Continuous Spell is an incredible piece of work. To get everyone up to speed, Supply Squad lets you draw a card once per turn when a monster you control is destroyed by battle or a card effect. The kicker is that if you have more than one Supply Squad, they'll all resolve on a single chain together. Lost one monster? Here's three new cards for your trouble.

But the thing is, while Supply Squad's neat and could be argued as a great general-purpose card, I think it doesn't really shine until it's used in a deck full of monsters that LIKE to be destroyed. One of the big things about the T.G. family is that they're all self-replacing upon destruction; you're never without monsters. With Supply Squad, what starts off as a 1-for-1 exchange turns into a stream of +1's and pretty quickly you're outpacing your opponent in card economy. With all of those pieces in play, it's easy to see that it's a good time to play Tech Genus. Let me show you the deck I've constructed and we'll take our discussion from there…

DECKID=100684This deck has one of the easiest early games I've ever seen – no joke. I've genuinely never seen a bad hand come off the top of this thing. I mean sure, you could open triple TGX3-DX2 and TG-EM1 but… well, that just sucks. If you don't open that though, you're good. It probably goes without saying, but the hands that are filled with T.G. monsters are usually the best. If you've got your little Tech Genus friends hanging out with you, you're sitting pretty.

More often than not you'll have that sort of opening hand, and the glorious thing is that none of your T.G. monsters are useless on their own. Every single one of them searches another monster to take their place and keep the ball rolling. Despite their relatively puny size, that steady stream of monsters works to your advantage and soon enough you're making Synchro Summons like it's 2011 again.

Today's Article Is Brought To You Buy The Number 5
The Tech Genus monsters are a strange bunch in the grand scheme of things. It's really the only Synchro-based strategy in the game where Level 5 Synchros are your bread and butter. While having six unique Extra Deck monsters makes them one of the most well-represented Synchro decks, the actual Levels are kind of strange.

This theme has Synchros at Level 2, Level 10, and Level 12. They have three Level 5 Synchro Monsters too – more than any other archetype in the game. It's safe to say that this theme was designed with very specific intentions in mind, and by and large this achieves those goals.

You have two big ways of making those Level 5 Synchro Summons. First up, there's the classic combo of T.G. Striker and T.G. Warwolf. Striker is a Level 2 Tuner and the only T.G. monster to ever find its way onto the F&L List. It has your classic Cyber Dragon effect: if your opponent controls a monster while you control no monsters, you can Special Summon Striker from your hand. T.G. Warwolf is Striker's perfect complement: whenever a Level 4 or lower monster is Special Summoned to the field you can Special Summon Warwolf from your hand. It doesn't care who controls that monster, or whose turn it is: Warwolf's going to hit the field if it wants to. So right there, without even eating up your Normal Summon, you've got the materials to make any of your Level 5 Synchros.

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The second pairing is the tag team of T.G. Cyber Magician and T.G. Rush Rhino. These guys are sneaky little jerks. Rush Rhino's been a staple of T.G. Stun decks for years, mainly because it's a solid Normal Summon and a surprise attacker. The Level 4 Beast has a base ATK of 1600, but it gains 400 ATK during the damage step any time you use it to attack a monster. It's a subtle Thunder King Rai-Oh killer, if you will. But the grand poobah of this operation is none other than the unassuming T.G. Cyber Magician. Like most Level 1 Tuners, you can suspect that it's got something going on up its sleeve – the little Spellcaster can Synchro Summon for a T.G. Synchro Monster using any T.G. monster in your hand as Material. Since most of your Synchros are Level 5, you're going to need a Level 4 non-Tuner. T.G. Rush Rhino is a perfect fit.

OMG! You Got Your Tech In My Genus!
Right off of the bat, it's obvious that you have plenty of ways to make your Synchro Summons. Once the Synchros start hitting the field you can start to build bigger plays. Everyone knows T.G. Hyper Librarian: it was originally printed as a Shonen Jump promo card and it was way out of this column's price range for a very long time. Librarian's also one of the few cards to ever be added to the F&L List mid-format. It's an incredibly simple card: whenever a monster's Synchro Summoned, you draw a card. Easy and powerful.

T.G. Power Gladiator is your next Level 5 Synchro. Power Gladiator's often dismiss because its effects aren't as grand as its compatriots, but it fills a vital role in your enterprise. It's a piercer – which is valuable to have at your disposal – and it nets you a card when it's destroyed. It's your go-to option when none of your other Synchro Monsters fit the situation and you need field presence. Heck, even making one of those Synchro Monsters fills the requirements of TGX3-DX2 – an important fact to keep in mind.

T.G. Wonder Magician's completes the trifecta and it's fast become one of my personal favorite Synchro Monsters. When you Synchro Summon Wonder Magician it pops a backrow card, and it draws you a card when it's destroyed. It's also a Level 5 Tuner that has a chainable Synchro Summon ability like Formula Synchron, so it lets you pull off some pretty nasty tricks to surprise your opponent.

Fe Fi Fo Fum!
The T.G. strategy has some of the biggest Synchro Monsters on the block – big enough to end games all on their own. If you can get another Level 5 Synchro Monster on the field with T.G. Wonder Magician – an easy enough feat on its own – then you have instant access to T.G. Blade Blaster. With 3300 ATK, Blade Blaster's bigger than virtually anything you can expect to see in competition.

It also has a few defensive tricks that help keep it around. Once per turn on your opponent's turn, you can send a card from your hand to the graveyard to negate the effect of a spell or trap card that targets your Blade Blaster. Also once per opponent's turn, you can banish a T.G. monster from your graveyard to remove Blade Blaster from play until the next Standby Phase. So while you have to be cautious on your turn, you're king of the castle when your opponent's trying to advance their game position.

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If Blade Blaster isn't enough then it's time for the big dog: T.G. Halberd Cannon. A 4000 ATK 4000 DEF monolith of a monster, it's sort of the poor man's Shooting Quasar Dragon. You need to Tune a Synchro Tuner and two Synchro non-Tuners together to Summon it, but that ain't no thang for the Tech Genus strategy.

Using T.G. Cyber Magician and a conveniently placed Battle Fader, you can make either Formula Synchron or T.G. Recipro Dragonfly and finish the job. Having both available is the key to the equation. If you're using T.G. Wonder Magician, you'll need Recipro Dragonfly since your Tuner's already on board. However, if you have any other Level 5's beyond Wonder Magician you'll need your Tuner, and that's where Formula Synchron comes in. It all works out!

Alright, Buck. Where's The Bang!?
This one caps out at $100, and as usual most of that's invested in the Extra Deck game. If you already have a solid base of Extra Deck monsters, definitely give the deck a try. I genuinely think there's competitive potential for this strategy.

Could you be the one to knock it out of the park and bring this theme into the competitive fold? Why not!

-Zach Buckley
Team Nofatchx